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Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Curses Casting Symbol
This symbol usually appears above the caster while casting a Curses spell.
(For details see: Skill animation)

Curses is a Necromancer secondary attribute, meaning that any character with Necromancer as their primary or secondary profession can put points into this attribute.

Guild Wars description

"No inherent effect. Many Necromancer skills, especially hex spells which reduce your foes' effectiveness in battle, become more effective with higher Curses."

General description

Curses are used to weaken your foe in a wide variety of ways as well as to cause indirect damage to foes with skills like Spiteful Spirit or Mark of Pain.

One way to weaken an enemy is by removing their enchantments, and this is where curses especially shine. With no fewer than four different skills geared towards removing enchantments and punishing the user, Monks will be much reduced in their effectiveness. A good strategy would be to use Desecrate Enchantments to deal some damage to the user, then either Chilblains or Rend Enchantments to get rid of the enchantments.

Curses are also good at handicapping Warriors. Using the combination of Price of Failure (foes miss with attacks and take damage when they miss), Enfeeble/Enfeebling Blood (gives enemy Weakness), and Faintheartedness/Shadow of Fear (causes attacks to be 50% slower) makes it very unlikely that Warriors will be able to deal any significant damage.

Curses can even be used to handicap spell-casters. Using both Malaise and Wither will give your target a total of 2 energy degeneration, effectively stopping them from regaining energy too fast. Using Spinal Shivers and one of the many Necromancer skills that cause cold damage (Deathly Chill would be a good choice because of its fast casting), or simply wanding (attacking with your wand/staff) with a wand/staff that deals cold damage, will prevent a mage from casting spells.

Curses can also be used to counter another popular method of defense - blocking. Rigor Mortis will prevent a foe from blocking at all, while Defile Defenses will hit the foe with armor-ignoring damage. Curses skills can also reduce the effectiveness of healing to a target through Defile Flesh or Lingering Curse.

Unfortunately, curses are seen as no good on their own and are often underestimated. Appropriate use of Spiteful Spirit can deal substantial damage to clusters of enemies, as can Feast of Corruption. Curses can be augmented by Domination Magic or Illusion Magic hexes for further effectiveness. One example of this is combining the "damage per attack" dealings of Spiteful Spirit and Empathy with the "damage per miss" effects of Price of Failure and using Reckless Haste to deal up to 95 dmg as a Necro/Mesmer and up to 85 dmg as a Mesmer/Necro.

In PvE consider using Mark of Pain if you have a team heavy on physical attackers, as it will deal up to 42 armor ignoring damage to all mobs around the target you hit with physical damage. This is very useful against melee mobs that tend to clump together.

See also

Facts about CursesRDF feed
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This article uses material from the "Curses" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

Did you mean the Ancient Curses?

A curse spell is any spell that causes a negative effect to its target other than damage. Curses are an underused part of Magic, mainly because spellcasters have little time to waste on casting non-combat spells. In prolonged fights, using a curse spell or two at the beginning may be a very good idea. Curses also are useful when competing for a monster respawn, as the curse immediately engages the monster. Curse spells can only be used once for a short period of time for most opponents; unless the curse 'splashes' and does not affect the opponent, or you are 'battling' a dummy. There are dummies located throughout RuneScape, but the best place to train on dummies is in Lumbridge.

Icon Spell Magic Level members only Runes Required Experience Cost/XP Notes
File:Confuse icon.png Confuse 3 No 1Body2Earth3Water 13 15.5 Reduces your opponents attack by 5%.
File:Weaken icon.png Weaken 11 No 1Body2Earth3Water 20.5 9.9 Reduces your opponents strength by 5%.
File:Curse icon.png Curse 19 No 1Body3Earth2Water 29 6.2 Reduces your opponents defence by 5%.
File:Bind icon.png Bind 20 No 2Nature3Earth3Water 30 22.3 Prevents your opponent from moving for 5 seconds. Does not always work, but may inflict damage. Increased accuracy when wearing charged Druid robes.
File:Snare icon.png Snare 50 Yes 3Nature4Earth4Water 60 16.1 Prevents your opponent from moving for 10 seconds. Does not always work, but may inflict damage. Increased accuracy when wearing charged Druid robes.
File:Vulnerability icon.png Vulnerability 66 Yes 1Soul5Earth5Water 76 8 Reduces your opponents defence by 10%.
File:Enfeeble icon.png Enfeeble 73 Yes 1Soul8Earth8Water 83 9.8 Reduces your opponents strength by 10%.
File:Entangle icon.png Entangle 79 Yes 4Nature5Earth5Water 89 14.2 Prevents your opponent from moving for 15 seconds. Increased accuracy when wearing charged Druid robes.
File:Charge icon.png Charge 80 Yes 3Blood3Fire3Air 180 5.4 This spell temporarily increases the maximum damage of the three God Spells to 30 for about 7 minutes. The corresponding God Cape must be worn along with the staff in order for the spell to get the damage increase. You can cast this spell every minute and a half (90 seconds).
File:Stun icon.png Stun 80 Yes 1Soul12Earth12Water 90 12 Reduces your opponents attack by 10%.


This article uses material from the "Curses" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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